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Old 05-10-2011, 05:53 AM   #31
LightSovereign
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Marley Mcleay
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Hi, and thank you for partaking in the ARTIST q&a. In your professional career, have you ever dealt with artistic block, and how do you work your way around such things. Im my case, sometimes its the initial concept stage that I realize I feel I have hit a concrete wall, despite me gathering inspiration. I imagine your line of work requires great discipline as with anything at film level.

Thanks for your time

Marley
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Old 05-10-2011, 12:23 PM   #32
Sallow
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PAUL GERRARD
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GERRARDART
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Quote:
Originally Posted by LightSovereign
Hi, and thank you for partaking in the ARTIST q&a. In your professional career, have you ever dealt with artistic block, and how do you work your way around such things. Im my case, sometimes its the initial concept stage that I realize I feel I have hit a concrete wall, despite me gathering inspiration. I imagine your line of work requires great discipline as with anything at film level.

Thanks for your time

Marley


Hi Marley, I learnt a long time ago that when it come to my personnal work. It comes when it comes, if I dont feel like doing an image I dont force it( ( otherwise it generally goes pear shaped) . I can go weeks without creating final art, months even. Concept art is very different, as is movie work. I dont have that massive emotional connection with the art, Im not trying to sort out inner conflicts or anything as overly compex. So I just have fun doing it. I have never come across a creative block in that field( yet ), as there is always so much to draw influence and inspiration from, you have film Directors pushing there vision, production director and so on.

A good tip, completely immerse yourself in your subject matter. The images around you, the music you play, the films you watch. I remember creating the HUD for a game I worked on years back, I made everything a tone of blue. Later I realised my desktop wallpaper was predominantly blue. Sounds crazy but the subconscious mind is a fickle little thing.
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Old 05-10-2011, 10:07 PM   #33
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Michael Dunnam
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Meggitt Training Systems
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I must say congrats on working on Battle LA. I loved the film. Your work is stunning. Coming from a game background myself. I hope to eventually move over to the film industry. Once again fantastic work.
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Old 05-11-2011, 05:32 AM   #34
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Nicholous Her
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Problems as an Artist

Hello Mr. Gerrard. I am a high school student studying jobs pertaining to art. I was wondering what your thoughts about being an artist are, any pros and cons, or any advice would be fine.

Thank you.

Nicholous Her
 
Old 05-11-2011, 08:29 AM   #35
LightSovereign
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Marley Mcleay
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Quote:
Originally Posted by Sallow
Hi Marley, I learnt a long time ago that when it come to my personnal work. It comes when it comes, if I dont feel like doing an image I dont force it( ( otherwise it generally goes pear shaped) . I can go weeks without creating final art, months even. Concept art is very different, as is movie work. I dont have that massive emotional connection with the art, Im not trying to sort out inner conflicts or anything as overly compex. So I just have fun doing it. I have never come across a creative block in that field( yet ), as there is always so much to draw influence and inspiration from, you have film Directors pushing there vision, production director and so on.

A good tip, completely immerse yourself in your subject matter. The images around you, the music you play, the films you watch. I remember creating the HUD for a game I worked on years back, I made everything a tone of blue. Later I realised my desktop wallpaper was predominantly blue. Sounds crazy but the subconscious mind is a fickle little thing.


That is a thoroughly good response actually, thank you very much.
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Old 06-04-2011, 06:17 AM   #36
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I have to admit it's quite annoying when 3 of those are in your face. Kinda hard to aim when your screen is full of blinking red dots. And in a dark map like that, you're a pretty easy target for snipers when your head is covered with those
 
Old 06-04-2011, 06:17 AM   #37
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